The Drippy Downs: Dangerous Encounters
TableMucklands Book of Random Encounters · p.12
Open source p.12No table.
| Roll | Result |
|---|---|
| 1 | A shrine with a small, gooey bag in front of it. The bag is filled with a slimy, wooden figurine of a human. The slime CURSES anyone that touches it to shrink into a wooden version of themselves within the week if they don't find a cure. |
| 2 | A clown driving a rickety cart, pulled by a broken down UNICORN, sits in the mud with a busted wheel. Upon inspection, it's just a horse with a fake horn, and the clown is a dead skeleton. |
| 3 | A rag-tag troupe of actors blocks the PCs' path and refuses to let them pass unless they watch their show. Anything less than a serious critique and the actors seek mischievous revenge at some point in the future. |
| 4 | The road trails into a narrow ravine that is obstructed by what looks to be a wheel of cheese the size of a GIANT. The road is impassable unless the PCs are up for a difficult climb, or if an army is hungry enough to eat it. |
| 5 | A wounded OWLIGATOR falls out of the sky and lands with a thud. The critter has an arrow in its wing and clearly needs help, but is scared and defensive. A Big Fame Hunter is not far behind to claim their kill. |
| 6 | A cross-eyed miner wearing nothing but a hard hat and an ankle length beard is convinced the PCs are the crew of someone named "Bad News" Branagan. The miner won't suffer those claim jumpers again! |
| 7 | An inescapable torrential rain soaks the PCs' immediate surroundings but nothing else in the environment. A mischievous KOBOLD bounds away with a childish giggle. Travel Checks are until the curse is cured.. |
| 8 | A voice beneath the PCs' feet startles them. Turns out, a talking carrot by the name of Lady Oira demands, in the name of the Kingdom of Munch, to be transformed back into a boggart. |
| 9 | The PCs find a box on the side of the road that says, "Do Not Touch." If opened, hundreds of sentient, screaming eyeballs pop out of the box. They scatter, but not before screaming warnings about the terrible Stump Witch in the Used T'Be Forest. Beware! Beware! |
| 10 | A wild-eyed shrym claims he can transform rocks into bread with his new sputter invention. The only thing he needs are BANDY CLAM eggs to power the device with their nutrient rich shells. Good thing the shrym has lured the PCs into a field of the critters to test his genius! |
| 11 | A DRATCH meat vendor pushes a cart along the path. He offers the PCs free samples of...something? It looks to be covered in fuzz and slightly green but his tone implies it might be considered rude or dangerous to refuse. It tastes so bad that healing rolls suffer Disadvantage for the rest of the session. |
| 12 | A wounded BOUNTY HUNTER offers to split the reward for a dangerous BANDIT in the area called Thick Pete. If the PCs are willing to take on the hunt, he'll pay Gold Coins. |
| 13 | A muddy map on the ground reveals the location of a treasure. Script in the corner reads: "Really nice and good loot, thata-way!" But obviously it could mean any direction. |
| 14 | A malfunctioning SPUTTER-HORSE bucks and kicks violently down the road. |
| 15 | A SPITHRA in armor wielding four swords battles a group of human WARRIORS. It appears that the SPITHRA is the aggressor, when in fact, the humans just assumed he was a monster. |
| 16 | Wailing CULTISTS slog barefoot through a stream, and bid the PCs follow them to enlightenment in the Nameless Lake. |
| 17 | Snap! The PCs trigger a pit trap. A smiling BLEMMY leans over the hole and says, “Yum…” |
| 18 | The PCs slog through a rainy valley. Suddenly a rumbling sound precedes a mudslide! |
| 19 | An angry GHOST knight paces over a skeleton that's tangled in thorny brambles. If the PCs remove the skeleton from the brambles, it pleases the GHOST, and they join the PCs for the remainder of the session. |
| 20 | One of the PCs is mistaken for a famous BANDIT by a local sheriff due to a very crudely drawn wanted poster. |
| 21 | A giant CURDLE SNAIL emerges from the Underlands in search of Drippy Downs plants and herbs. The snail has a terrible cold and is sneezing toxic slime. |
| 22 | A DWEORG hunting party is losing a fight with a vicious pack of JACKALRABBITS. |
| 23 | A PIXIE offers to guess the PCs' ages. If anyone agrees, roll : On a 9+, they guess correctly, and the PC decreases in age by years. If the PIXIE guesses wrong, the PC ages years. |
| 24 | The gnome E. Hubert Spudwinkle searches for the legendary beast, the humungojabbajabba, so that he can gaze upon it once before he dies. However, Spudwinkle has unwittingly encroached upon the nest of a sleeping HUMONGOOSE. |
| 25 | A hiccupping TROLL is desperate for a cure to his ailment. It turns out that the hiccups are contagious, making all the PCs hiccup until they also find a cure. Suffer Disadvantage while doing anything sneaky. |
| 26 | A gnome tends to an injured doe. They ask the PCs to fetch some healing mushrooms from a nearby cave, but the cave is filled with STALAG MITES. |
| 27 | Japhy Stonebreath the TROLL is on a rampage again, throwing stones at villagers as they pass. Turns out he's mad that no one ever smiles at him when they cross his bridge. |
| 28 | Someone is stealing sheep from farmers in Dunk. Discover the culprits by searching the area. Roll . 1–3: SARPATHI, 4–8: ETTINS, 9–12: BANDITS. |
| 29 | HARPIES cackle and jeer, circling the PCs from above. They intend to steal any items they can, then flee. |
| 30 | A boggle emerges from a hole in the ground. Her village is besieged by BOGSNAPS and she needs help. |
| 31 | The PCs stand in the center of a gigantic footprint, one of many. They lead eastward to a hill where a GIANT (who hates visitors) lives peacefully. |
| 32 | Maud of Munch, the boggart duchess, approaches. She was just robbed and all of her servants have fled. She doesn't have a penny to her name, but she promises that if taken to the closest town she'll reward you with Gold Coins. |
| 33 | Goblin surveyors plan a dig that will displace a quortle village. The quortles are protesting but losing their ground to a shyrm cave-eater machine. |
| 34 | A DWEORG and his DORGON appear to be resting on a rock. Closer inspection reveals they are actually sitting upon a SLAGMUNCHER and terrified of waking it up. |
| 35 | Rains beat down hard drawing ravenous SLURPWORMS to the surface. |
| 36 | A CANKERBOAR covered in slimy pus snorts and attacks. |
| 37 | A GOLEM tends to a series of flower-covered barrow hills. They are peaceful unless the PCs approach the barrows or disturb the rest of fallen FAERIE heroes buried there. |
| 38 | An abandoned trading post seems like a fine place to rest until a RIVER GOBLIN springs out of a well. |
| 39 | Oofar the DWEORG wants to sell a FUNGHOUL pet, and he won't take no for an answer. |
| 40 | A procession of bugbears honor a fallen comrade. They take issue with anyone who does not follow their particular etiquette of spitting on the road before they pass. |
| 41 | A wandering wug takes issue when a PC apparently stares too long. |
| 42 | A goblin merchant is eager to sell the deed to a plot of magical land. “It's tiny, only 100 square feet, but magical all the same.” The land is not magical. |
| 43 | A garish looking bard notices the PCs and begins to run away. If followed, he hides in the forest. He believes the PCs have been sent to capture him for his affair with a local mayor's daughter. |
| 44 | A bogril monk traveled all the way from River Country to drink from a magical stream. But the magical stream is fickle. There is a 6-in chance of catching a CURSE. |
| 45 | A KOBOLD challenges the PCs to find a magical stone he has hidden in a nearby meadow. If the PCs find it, he says that all of their dreams will come true. The stone is easy enough to find after searching the area. However, the next time the PCs rest they each dream of a random Adversary, which appears in the morning. |
| 46 | A bogril woman stands looking out at a pond. She is clearly melancholy and if pressed, asks the PCs for advice. She is in love with a quortle but her parents don't approve. |
| 47 | A wandering SKELETON emerges from a thicket and continues on without looking at the PCs. It is drawn toward a tunnel filled with other digging SKELETONS. If disturbed in any way they will all attack. |
| 48 | The hills are foggy and SPRITES harass the PCs as they continue their travels. |
| 49 | A KOBOLD sits on a mossy stone, but then she disappears. She follows the PCs while invisible until they get into trouble, at which point she helps, but demands all the loot. |
| 50 | A river TROLL heckles the PCs calling them chicken for not crossing his rickety bridge. |
| 51 | A CHIRRUP runs away from a ravenous RAMGORE, but the chirrup's unique chirp also compels the PCs to chase it. |
| 52 | A feral CATTYPILLAR lunges at a PC who is small in stature (or perhaps a PC's pet). |
| 53 | An old stone bridge built over a rushing river collapses as the PCs attempt to cross. |
| 54 | The PCs find themselves walking through a horde of darting PIXIES guarding a rune covered stone. The stone is hexed by a WITCH and marks a trove of Elemental and Herb Components. |
| 55 | A rabid GELK, foaming at the mouth, roars and tries to strike with its antlers. |
| 56 | A CENTAUR maiden pilfers the contents of an ornate chest and dashes away. The only thing left in the chest is a discarded treasure map. Moments later, a group of warmongering CENTAURS demand to know where the maiden went. |
| 57 | A CENTAUR hero battles with a SARGOG in a rainy ruin. |
| 58 | A flock of hungry KROWLS emerge from the ground and attempt to drag the PCs into holes pocking the surrounding area. |
| 59 | The PCs bumble into a field of THORNY BINGLES. |
| 60 | A cloud of KEESTERSNAPS swarms the PCs as a KOBOLD —squatting on a log and holding a flaming torch—cackles wildly. |
| 61 | As the PCs pass by a cave, two gleaming eyes belonging to a CACKLETRICE squint in their direction. Then it asks them a knock-knock joke. |
| 62 | A party of DWEORGS leading a team of sniffing QUOBS trudges through the fields searching for something valuable—which happens to a PC's item. |
| 63 | A frightened IMP FAMILIAR in shackles pleads for help. CULTISTS are chasing her to bring her back to their profane lair. |
| 64 | In the distance a group of SHRUBLINGS are about to ambush a party of adventurers sitting around a fire. |
| 65 | SARPATHI REAVERS carry off a screaming boggart farmer. |
| 66 | Two TROLLS argue over the ownership of a bridge. One has been working there for ten years, but the other is the daughter of the TROLL who previously built the bridge. |
| 67 | KALEIDOSCORPIONS skitter from the underbrush, snapping their pincers and readying their tails to strike. |
| 68 | Baldor the KOBOLD offers to sell a jarred PIXIE for a pouch of Gold Coins. “Release it against your enemies for an entertaining show!” Whoever buys a jar draws the ire of any faerie folk they encounter unless they free the PIXIE. |
| 69 | Two THUNDERHORNS burst from foliage right in front of the PCs, battling each other viciously for dominance. |
| 70 | SPRITES torment an ETTIN stuck in a muddy pool. The ETTIN tries to apologize for trying to smoosh them, but they are having none of it. |
| 71 | An abandoned Felmog siege weapon, called a porcupine, rests in a ditch. It's armed to fire 100 arrows at once and touching it could set it off. |
| 72 | DRATCH pilgrims who were headed to the Used T'Be Forest now swing from trees in cages as ETTINS boil water in a huge pot, intending to eat them. |
| 73 | The PCs get lost in a cursed meadow and find themselves traveling in a loop. No progress is made traveling today until a 12+ Travel Check is made. |
| 74 | TROLLS fishing in a pond need help. One of them was just pulled under and he can't swim. Worse yet, the pond is rife with LEECHLINGS. |
| 75 | A voice echoes from the bottom of a well. At first it's hushed and hard to understand, then it asks the PCs to toss in some coins and make a wish. If they do so, the voice giggles and asks for more. It protests if no more coins are tossed. If no coins are thrown at all, a GHOST emerges from the well angrily to rob the PCs of their coins. |
| 76 | Three HARPIES have lost their enchanted looking glass and beg for help finding it in their nest. Anyone who looks into it sees the most beautiful version of themselves. If the PCs give the looking glass to the HARPIES, they become lost in their vanity. If the PCs try to take the looking glass, or anything else, the HARPIES attack. |
| 77 | A shrym floating from the sky with a parachute warns the PCs to look out for debris. His flying machine exploded and it's coming down! |
| 78 | A road sign points to "Fortune!" which leads to a fortune teller's hut. Pay her or risk a CURSE. If paid, she reveals the exact location of a campaign Adversary. |
| 79 | A ZOZO BIRD has swallowed a priceless gem and a group of BANDITS are after it. |
| 80 | An INKPOT SPIDER is trying to escape a debt he owes to the Toll Tellers. The spider offers a favor in Bogtown if the PCs can clear his name in Dunk. |
| 81 | A FAERIE glamor has gone haywire, forming into a whirlwind of glittering, sparkling chaos that inflicts Dread. |
| 82 | A shattered mirror lies strewn about on the ground. Looking into it shows an angry, twisted reflection of the viewer. Touch it and it makes an evil twin appear! |
| 83 | A BLEMMY lost his cat in a tree. He begs for help! The cat is actually an ornery KOOGRA. |
| 84 | An army of boggles emerges from the direction of Grimly Wood marching to lay siege to an ETTIN camp where their age-old kidnappers dwell. If delayed, they will attempt to arrest the PCs. |
| 85 | A pigeon lands nearby and begs for help. Turns out the pigeon is actually a TROLL transformed by FAERIES who he had been collecting rent from. |
| 86 | A trail of Gold Coins leads into a cave filled with bubbling seawater. There, a SEA CHIMERA dwells amidst an Old Hoard, unable to find its way back to the ocean. |
| 87 | A pair of RIVER GOBLINS emerge from a creek and pester the PCs, trying to goad them into a fight. They grab the PCs' hats and other items, and start playing keep away. |
| 88 | BRAMBLEBEES swarm at the top of a tree once occupied by PIXIES. The bees are forming a secret hive, but are angered when the PCs show up and ruin the secret. |
| 89 | CANKERBOARS have overrun a farmer's grain silo and are putrefying everything, ruining her stores of food. |
| 90 | A TROLL and a FELMOG KNIGHT dispute about bridge payment and neither let the PCs pass until the dispute is settled. |
| 91 | ETTINS harass a boggart couple on holiday for sport. |
| 92 | WARSP raiders attempt to shake down the PCs for food and money. Their castle-nest was destroyed, overrun by swarms of KEESTERSNAPS, and they've turned to robbing travelers to make ends meet. |
| 93 | A farmer struggles to collect water from his well because the bucket is stuck. The well is filled with MUNG. |
| 94 | A goblin hoping to make a profit selling THORNHAWK eggs is in trouble with a FELMOG KNIGHT whose egg hatched a common duck. |
| 95 | A gigantic goblin, given some sort of jumbo potion, asks the PCs to reverse the affliction by appealing to the WITCH that cursed him. The WITCH, angry that the goblin wouldn't attend a local dance with her, asks one of the PCs to be her date instead. |
| 96 | GREMLINS have tied up a TROLL and are taking tolls for themselves at a bridge. |
| 97 | QUOBS poke their trunks out of the ground, sniffing the PCs aggressively, trying to snatch rations with their trunks. |
| 98 | A TROLL and an ETTIN arm wrestle. Winner gets to keep the talking goose they're fighting over. The goose, by name of Danny, wants no part of this and protests constantly. |
| 99 | A KOBOLD looks for a crew of rascals to help on a job: a cheese heist from a local troll dairy farmer. This isn't just any ordinary cheese though, it's aged troll chudder. Each five pound wheel is worth one pouch of Silver Coins. |
| 100 | A DRACOPILLAR sets fire to a barn and TROLLS race to free a trapped WUNGALOPE inside. |